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The Neutral Referee, Monty Haul, and the Killer DM: History of the GM and Application to 5e
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<blockquote data-quote="tetrasodium" data-source="post: 8707840" data-attributes="member: 93670"><p>That's where everything else 5e does to remove trust from the GM comes into play. A tool is presented to players that appears as if the GM can wield it</p><p>[spoiler="the actual RAW"]</p><p></p><p>With a cursory glance it seems like the italicized bit is somehow going to be a <a href="https://swordscomic.com/comic/CDVI/" target="_blank">really cool puzzles involving color</a>, but really how hard is it to perform simple inventory management for even the most mentally dump statted PC. Those kinds of puzzles might be neat once or twice but over the span of a campaign they will get old fast & the resulting annoyance will be blamed on the GM. That leaves the bold part</p><p></p><p>Wow sez the player knowing full well they can trivially see at night with a full moon (a true statement <a href="https://www.darksky.org/our-work/conservation/idsp/" target="_blank">nearly everywhere people live in the world</a>) but again the mechanical bit is that section I bolded</p><p></p><p>That has almost no impact beyond the most bland gotcha traps unless they are actually DCC funnel type instagib traps because PCs are so safe with the reduction of resource attrition/depletion being dialed to near total removal & safety of PCs in combat. Given the rarity of wisdom(perception) checks in combat it doesn't even impact one of the few areas it might pose a minor hurdle.</p><p>[/spoiler]</p><p></p><p> Much of 5e's design is rooted in that sort of "Here's this tool your GM <em>might</em> use" paired with a low hanging "and here's this reason(s) why it won't matter if they do unless they are a killerdm", that's the opposite of a system that trusts the GM. Unlike 3.x's <em>"yea the merchant says he sold you the last wand of CLW & doesn't know when more will be in stock" </em>neutral GM option 5e sets up a nontrivial cascading problem to unwind that & fill the holes that result from trying to that makes for the appearance of a non-neutral GM.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8707840, member: 93670"] That's where everything else 5e does to remove trust from the GM comes into play. A tool is presented to players that appears as if the GM can wield it [spoiler="the actual RAW"] With a cursory glance it seems like the italicized bit is somehow going to be a [URL='https://swordscomic.com/comic/CDVI/']really cool puzzles involving color[/URL], but really how hard is it to perform simple inventory management for even the most mentally dump statted PC. Those kinds of puzzles might be neat once or twice but over the span of a campaign they will get old fast & the resulting annoyance will be blamed on the GM. That leaves the bold part Wow sez the player knowing full well they can trivially see at night with a full moon (a true statement [URL='https://www.darksky.org/our-work/conservation/idsp/']nearly everywhere people live in the world[/URL]) but again the mechanical bit is that section I bolded That has almost no impact beyond the most bland gotcha traps unless they are actually DCC funnel type instagib traps because PCs are so safe with the reduction of resource attrition/depletion being dialed to near total removal & safety of PCs in combat. Given the rarity of wisdom(perception) checks in combat it doesn't even impact one of the few areas it might pose a minor hurdle. [/spoiler] Much of 5e's design is rooted in that sort of "Here's this tool your GM [I]might[/I] use" paired with a low hanging "and here's this reason(s) why it won't matter if they do unless they are a killerdm", that's the opposite of a system that trusts the GM. Unlike 3.x's [I]"yea the merchant says he sold you the last wand of CLW & doesn't know when more will be in stock" [/I]neutral GM option 5e sets up a nontrivial cascading problem to unwind that & fill the holes that result from trying to that makes for the appearance of a non-neutral GM. [/QUOTE]
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